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8 l" A$ u9 z5 ^. N: y e9 e _http://www.matrixgames.com/forums/tm.asp?m=3185062
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已经共享到岛群QQ和本论坛置顶资源帖5 ]. h* g7 m& r6 R, C+ ^
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大量更新,详见列表:! a. f8 D+ N/ a, ^
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Change History:
! D/ s% ~4 ]) O, T" R2 [ s, UV1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17) v* p, B0 ?4 b+ z: u5 ? @
1. Seventh Update – This release is a comprehensive release updating all previous% {0 J D/ d7 z. s1 r& y8 `
versions to v1.01.17 beta& ~5 k' x( `0 f+ j+ {3 C
2. Code Changes3 J4 W, e1 C2 Y e/ ]
Fixed
! v* ?3 M% J) \1. Display of AF/Port icon between player saves based on player's intel
" b1 C3 e2 m s/ I: s2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when. r h$ ]9 P- X% |' b( L7 g" Z
weapon list updated. ]8 U; K7 G. @6 k" C
3. Reported cargo/troop safety values incorrect when no cargo/troop space
2 ]$ l' M& P/ L( o6 ]9 J2 N3 j! m* M, I4. Allow smaller 'reserve' space for small groups on ships. [+ q* g0 s4 D T1 \4 E; H
5. Preserve some more data when swapping fragment and parent to prevent lost of parent
5 x9 J) M6 h3 S* ~! r' W6. Correct attacking plane count before final post-air combat. X$ u1 {$ F/ `' f" y' G
7. Pilot promotion may have occured in error sometimes
/ w. Q9 C0 ]. ^. ?0 y, M8. Raid detect message sometimes dropped of the combat report. z3 [/ w" D- z5 A0 n2 A
9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply
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10. Some pilot-leader connections were being corrupted7 g- O! F+ B" e) y. L' f# n
11. Movement bug with following units due to incorrect move indicator. Seems to fix a few. t$ Z1 g$ M3 ]: |' V1 s3 z7 [4 Y3 H
other move issues due to the incorrect indicator
6 k: `/ W+ Z- D% H3 G9 u12. Wrong ship sometimes reported in Ops report for TF movement which causes some
$ }" r7 x: W1 S* S9 `* Cdamage" t' q' t6 d+ \7 R. U; a; D0 c
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool
6 t+ A( m% ~! `3 ~/ I* A& s14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the9 m4 w i6 b: h% B9 h
date sort
5 q" I) |) ~, {' u1 }$ b1 K3 X+ Y15. ASW groups not allowed to attack sometimes
3 y$ Q' }$ L% N# W- C) m4 n16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing& J& K9 e9 `" E- O* x
HQ/LCU to jump to reinforcement queue
( d+ ~% }( j9 y' Z1 g2 @7 }0 W17. Bug in bomber intercept if too many rounds of fighter v fighter combat) p7 ?7 Z, @$ T% i3 z/ z( U+ H
18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed
. v0 P9 G" X3 ?2 l7 h$ n1 {at start of AE but crept back in sometime during updates8 D3 N/ j; b- U, ]5 Y7 t; s: _7 P
19. Removed the fragment/parent swap during a TF unload as it could often orphan the
/ i# D0 }5 `7 G3 g% U% M$ _fragment.
5 [% |5 F. w% }* N3 A20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade9 L: K, D( n6 O) L. Q7 g
21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not. y' x1 y4 J4 u: @
short scenario). This was fixed in a previous patch but only for one of the VCs, not the full
: Q7 |! I% i# Y) x; K, X1 uset
5 ?9 E3 @7 t! Z4 t6 d5 w22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base; R# Z: g0 N+ `( F1 }' Y' T2 ]
23. Enabled 'z' to speed up all animations; was commented out in a few animation replays
- m9 v$ t0 H- j9 u) V24. Bug caused F/FB to sometimes bomb at low altitude3 C* {* B. F: I$ z
25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not( [- F0 B' P& b: s) I
occurring properly.
6 J# `0 W9 S, x) A26. Bug in Industry 'failed' indication not showing properly sometimes
. K$ q7 O/ U/ a k27. Location check at scenario load to include small map sceanrios* |) w# @1 Y, x/ ~2 V& S ^% F) `- v$ {
28. Bug in air supply to fragments in a non-friendly base hex5 J* ` C! Q" ?8 W& t
29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
: O Q3 z% E. f6 Fbeing set to homebase before execution of the mission – ie was returning to base% {* K* o9 k- ^; Y
immediately
: S2 n# |# W. f; y) V% W2 O30. Error in Strategic map display
: o, t2 K7 o! r% U31. Additional and stockpile options were not turned off when base was captured
; {: k2 P* P: z. N32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on; V! L% V( w2 M5 Y7 f X
mouse over/ C- u M, ~5 K
33. Army experience being gained when not 100% prepared as per manual; changed to allow2 q8 \& \* x! S+ i* N
chance to gain experience if >75% prepare and < 50% national exp level+ g! M# ?! `8 _( I
34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to2 h$ {2 s* Q, A4 W- Z
alleviate the incorrect experience gaining happening while in reinforcement queue0 d$ K: G) W Q4 O' L2 p; \* S3 y& Z$ I
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –
+ o* N4 _3 |) s O* u" s5 ocaused unit to jump “off-rail” and move overland
; Z& U& R1 e/ u: J. s36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ3 h. N; N' |# J0 g# R. X9 P/ E
37. Excessive accident messages on unload from TF reported0 K- l6 b; T% _2 d/ q
38. Reworked editor sub-unit merging as some devices could drop off the unit list when6 m- b+ P' k W; K; |; u) J
merged causing smaller size unit than expected1 Y; ]3 m% x9 X9 u& I# X
39. Corrected possible TOE error in scenario data load for inactive units8 }. e% Z( Q' w G. E3 N* Z
40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can( Y1 J/ ]3 ] \
however be allowed to do this.. i1 Z7 H2 X8 C0 H; H) ^
41. Possible CTD if sinking ship's load was a group
3 G! v8 u. h, d8 ^) E* l) o42. Limit the number of devices built from resources per unit during LCU replacements; this7 h9 D( q8 X: I: m1 K: U$ O3 u2 M
was causing an over production for that turn- S& t! [0 v* }6 F9 R7 _7 k( x) T
43. Retain day/night setting when creating group fragments+ Z$ [9 B: f4 T" o6 z7 m8 I7 ?) n
44. Adjusted supply and fuel values in base list not to overrun the space' Y& L( C$ F$ J. V7 L
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but+ ?3 t3 L: p" `) u7 W
added YMS to Sweep TF in line with manual and code' d$ I5 ]# U; ~* Q$ j$ x% ~4 Y
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the
) p% n! s- G& s' W+ V7 ` Rrule relates to the abundance of manpower and is not covered by replacement pool. Normal9 D. j% n+ T0 ~& i" g {
rebuilding of destroyed units is not affected by this.0 Q4 L- `; l1 ^* }7 b
47. Carrier capable and trained text not showing together on Group screen
1 M, D( n4 M" J48. Handle any blank re-name changes by ignoring them
4 h9 y* I: Z$ x3 H49. Possible CTD when air fragments combine
9 z ~& ~! W5 s/ G; q* D% o50. Unloading TF can freeze a LCU onto a ship under some conditions
/ g7 o4 b6 P7 B) Y# Y( k51. AI not behaving if main HQs missing (affects small map mainly)
7 D0 o Y2 N1 Y) x& W5 h52. AI using AGC for normal land units – removed from TF if not needed1 \% N/ e( R& _& P4 w: f* I
53. Soviet activation message not in Ops report9 _7 [ k( h3 X5 e- J9 M
54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range
0 u3 s5 y1 n7 U55. Clear Soviet air balance if not activated. Possible incorrect base switching
/ a. c& H$ r7 v- g- E: ?56. Sub attack against docked TF not happening for port size <3
- P1 v S' `3 T6 k; k( J. P57. Unit type changing unexpectantly
: e" a Z; z" Q* B" u58. Torpedo replacement on plane sometimes is missed2 |, P7 E. p8 j. H
59. Double handling of overstacked supply requirements) I8 G, z! ~6 y% n( h4 @, Z
60. Fixed alternate weapons for port attacks3 M( N8 v4 I$ S# `* {
61. Corrected weapon system damage to show after combat on ships in port rather than wait till/ ]' F# c7 E7 _+ Y! l* Z0 {
sometimer in the ship repair cycle.
4 | e1 b$ @1 K8 X5 l9 P- M62. Ship tonnage over 32K could cause repairs to fail+ v3 q$ |' p3 \: R
New
6 G( b) }. F5 Y6 @* W, D" _1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the
6 [3 P1 X( ^3 c) o% E* h9 Nport7 Y# B' |0 ]# c3 @0 \# n
2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
1 ]$ Y1 T8 Q& VTenders not counted, ]$ X5 Z1 L" h0 _
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base
4 i" j# N3 }, ]1 k1 w4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method; n+ v2 W% q n) e
to remove damaged ships from TF
3 l- ^# H* Y8 `; [ v9 o l2 y! A. {5. New filter for “non-building” devices in Industry pool screen
9 z2 b3 S' C9 q+ A9 L6 K3 @6. New filter for “non-building” aircraft in Air Replacement pool screen& x7 A) i7 [# O) [3 m
7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy1 d$ X/ [8 @5 y* E# c" i/ c j" e2 h
mines (^) detected% S3 p: P V K5 ~; W- M: m
8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the
" q8 c9 o1 |5 z5 H& \- @- l‘button6..’ image files, then these will be shown. If not, by default there are shown as
# x6 B# l/ G. \4 [6 D4 E: Dstandard parachute unit icons7 l o8 o; Z' p2 ^5 F! A+ w
9. Air/port damage and building is shown in base mouse over( H; g! d6 T) B6 f; s- W
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on( M, @$ i+ D b2 b
11. TF can be routed to stay within coastal hexes as much as possible& @( E! X+ q$ d/ {$ s* f
12. On Top Pilot screen show the 'ace' cut-off value if more than 1
8 i" L7 D, l1 S* g+ S" R7 `13. Added option on group and LCU reinforcement screen to turn off replacements! j7 a! y5 _( \6 O% c, [
14. Current base can get supply returned to it when reserve planes returned which were
/ V, R d! q( K% I3 c+ Moriginally supplied from another base* k6 T% \; ^2 U/ Q" o
15. Unit type filter on Troop Loading screen8 }' \* s5 |2 D" u3 E! }
16. Report killed ground units if not in combat report
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3 v; }' y3 [6 {/ ~5 {1. AF of 8+ have AV support doubled for purposes of determing support for air operations* y" P- A0 Y* V( k! m& N9 I
(complements fix 18 above)" _. `0 f' @" @) Q
2. Permanently increased pilot array to 70K
3 G% X, z: A5 t2 B4 [$ y H+ H3. Increased number of air combat rounds are a factor of total aircraft involved
' v; x$ z: f: }2 r4 K) P6 o4. Allowed submap to submap movement if land connected for land units. Should have been
! \1 Y5 c& V# k1 M- N. d* D8 `so as per Andrew Brown( _8 n; {8 r0 m" T& q
5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message0 @6 x; y3 y# ^; s7 @
delay toggle instead
5 q4 w9 D0 t! a0 ~" v: T6. Aircraft being grounded for maintenance factors in durability also. This will spread out the
3 E- e, j" O4 `) Q" ^maintenace a bit more
( [/ K; @% D$ [+ Q9 }7. Support device replacements won't decrease the overall experience of LCU units. This does
( y8 s; N2 Y8 Q4 z3 T) a5 U2 f* J1 ?not alter the overall EXP change due when any replacements are received.* k7 B; H; N6 T9 h2 s5 O3 L
8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction
8 N6 e) _& Y/ Sbetween the two but could break current games.
) W1 u$ J( l) K: V ?% T- a9. Some LCU Prep points may be retained if unit is experienced/ P/ k9 [. ^* j7 n9 ?% W; v3 |
Notes3 p& z+ q5 {, J& b% [7 P7 h& W) q1 `
1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario! c t5 l7 o. w
should not change player or HQ, even if not in play. These original HQs are used by the AI
" K5 E4 Z8 e/ v7 i* A- G( y9 O- qroutines so changing or deleting them can put the AI off. Changing other elements should. Y$ ^4 G- A0 e. e! v: Z) j$ I5 e% P
be okay.
4 G; K J5 R9 }$ {, z2. Clarification to weapon filters for aircraft:: s: b! @& p I
PM_NAVAL_ATTACK 2 // used for naval attacks
/ E8 `9 ^ l& _/ ^' o* l. OPM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)6 N- d# o7 U% e U
PM_LAND_ATTACK 8 // used for land (ground) attack
% R- t) l: a1 g4 P$ Q: J5 gPM_PORT_ATTACK 16 // used for port attack* J8 }+ _1 j, C% P, ]0 ?
PM_AF_ATTACK 32 // used for AF attack! V) [6 h6 E. @1 u
Dropped any reference to secondary values for land and AF as they served no special use.% H( s. ]; U' P8 [% R
Clarification changes8 u- @' y/ |) b3 j% j
1. Some clarification and changes in regard to use of the Soviet Motherland bases. These |( o1 a; h3 ]% \# X# X7 g* I; |
bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),6 G% W$ o3 }* u* c/ z' q2 |7 c; }
MONGOLIA(91) or TANNU_TUVA(92).$ i. ` y: x% @8 J( B: C) X5 X i9 \
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases. E' N8 d6 f; B5 u2 \% t
b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
$ ]- ]7 D$ D* f) T. _c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases
' v. j) B, }8 T4 e3 a' H% H1 lafter Soviets are activated, but can’t move& j& `8 p" {. q% l/ p6 m% k
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if
. W W. ?$ @0 G5 N0 ndisbanded in port.* w! q, ~( ^ V# |8 `- ^ X' ~
e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently
5 k+ U# Y1 ?' Q7 }f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |